This page was last updated on 20 December 2019, 3:26AM
Changelogs
Version 4.1b
Armors
Updated innate compatibility for Damage Type Variation (https://www.nexusmods.com/fallout4/mods/4497/?) and made some bug fixes
Version 4.1
Minor bug fixes to 4. Addition of a ton of new files
Armor
Armor file is the total armor overhaul, adding the new categories like FICL for Force impact legs separate from other mods, tesla arms, jetpack back and photovotacic head.
Game Settings
Fusion core drain and jetpack drain reduced
DT Patch
you will need the DT framework
http://www.nexusmods.com/fallout4/mods/7573/?
Adds DT to power armor
Version 4 - Frames
-=Frames Overhaul=-
The Frame will ADD 10 to Strength, instead of SETTING it to 11 like Vanilla meaning if you are strong outside of Power Armor, you are STRONGER inside.
The Frame will ADD 10 to Endurance, ADD 1 to Perception to represent advanced sensors, ADD 3 to Charisma because Who is really going to mouth off to someone in Power Armor? Reduce Agility by 1 for the bulk of the armor, but increases actor speed by 10%.
Increase Heath by 200 (Note while in Power Armor you may take more damage then heath you have, don't worry Bethesda thought of that if you leave Power Armor inside the range of that extra HP you will be at low HP and in danger but WON'T die on exit.)
Limb Condition is ignored (this is a vanilla feature if you have a broken arm and enter power armor it ignores the broken limb acting as a cast but you return to the broken limb when you exit).
ADD 300 Carry weight (on top of the Strength bonus), token damage/ballistic resist of 10 for just the frame itself.
Full immunity to fire/poison/radiation if wearing a full set of 7 pieces (Frame + helm + torso + arms + legs).
Added a condition to the impact landing so it won't stagger/damage/aggro friendlies but still still hurt enemies as normal
Version 3.2
some minor tweaks, the new main file has tweaked the armor names now that AWCK and VALs have undated the instance naming rules making the previous hard sorting tags superfluous for anyone who already HAS a sorting mod. Now my mod wont conflict with those.
Made a new Season Pass version that updates all the armors across Far Harbor, contraptions, automotron, and Nuka world adding all the new functions of the vanilla version. If you have no DLC just use the main file, if you don't have ALL the DLC (well the ones with new power armor) use the deprecated individual files (thought they aren't being maintained and are not up to the same standard as 3.2 is). If you have all the DLC you only need Season Pass as a add on.
Also made a match for the smaller pa helmets with transparent visors mod
http://www.nexusmods.com/fallout4/mods/17297/?
and updated the consistent power armor http://www.nexusmods.com/fallout4/mods/11234/? patch
Version 3.0
Whew a lot has happened since 2.0.
First off
NO DEPENDENCIES! All you need is Fallout 4 and this mod I've ditched all the dependencies, no worsins, no rusted army power armor, none just THIS and Vanilla Fallout 4.
Now in the Optional section you will see a bunch of new files these are compatibility patches for:
Improved Power Armor Paint - https://mods.bethesda.net/#en/workshop/fallout4/mod-detail/872086
Brotherhood Power Armor Overhaul - http://www.nexusmods.com/fallout4/mods/11978/?
Raider Power Armor Chop-Shop - http://www.nexusmods.com/fallout4/mods/13552/?
DLCRobots/Autototron
DLCCoast/Far Harbor
DLCworkshop02/Contraptions
That's right Tesla, Vim!, Abraxo, and Sugerbombs power armor will have all the same options as the normal overhaul. And the mod patches are designed to complement each other so it should matter where you put the patches in your load order Relative to each other.
Enjoy!
Version 2.0
This is a MAJOR Update, first and foremost I've built in compatibility for Worsin's garage making it a requirement (when I finish the mod I can make a worsin free version but right now I don't want to deal with multiple files)
You will also need the
2k rusted red urban of the standalone military power armor paints.
That all said the armors have seen a major overhaul
I've renamed several categories in addition to making several new ones.
The normal paints and any additional (like the red urban) will be sorted under a Base Paint setting
Worsin's are all sorted under Secondary Paint
The material effects likes titanium coating and lead lining are under "Coating"
A new category has been added which adds the lining options from vault suit, cause i can totally see padding the inside of that armor for comfort.
Following PMAMPs Example there is also a separate category for the effect like charisma boost, strength boost, etc.
the T45, T51, T60, and x01 all have a separate slot for the photovotaic separate from the normal effects "S.U.R. (System Ultraviolet Regeneration)" Technically Raider armor should have it but as of this release I can't get it to show.
the Torso has a new category "J.E.T.S. (Jet Enhanced Transport System)" which separates out the Jet pack from the other mods (you will also see the Tesla coils are gone, more on that later) you can use this on Raider, T45, T51, T60, and x01 letting you use the jetpack and say the medic pump or stealth boy effects.
The Legs have a new slot "F.I.C.L. (Force Impact Combat Landing)" which gives Explosive Vents their own section separate from the other effects you can use this on Raider, T45, T51, T60, and x01
And the Tesla coils? I moved them to the arms under their own category "T.U.R.D.S. (Tesla Unified Reaction Defensive System)" you can use this on Raider, T45, T51, T60, and x01
Version 1.7
Fixs the SPECIAL bonus not applying by changing the fortify effect to abfortify effects
Version 1.6
Major overhaul and update, you will need PAMP now as i have incorporate the splitting of power armor paints and effects
distributed the poision immunity across all the armor pieces now when in just the frame you get 200 resists but wit ha full suit your closer to 1000 and thus immune
The Armor itself is now scrapable and I added the vault suit lining mod on top of PAMPs effects because I feel like you should be able to give it better interior padding, the PAMP requirement now also means that effects and paints are speperate and I updated allthe helments to be able to use the photovoltaic effect.